virtual reality oral present - chapter 8 part ii

14
Virtual Reality Oral Present - Chapter 8 Part II SPEAKER : 賴賴賴

Upload: borna

Post on 05-Jan-2016

28 views

Category:

Documents


1 download

DESCRIPTION

Virtual Reality Oral Present - Chapter 8 Part II. SPEAKER : 賴傳文. Creating a VR Application. Adapting from other Media Adapting from an Existing VR Experience Creating a New VR Experience. Adapting from an Existing VR Experience. - PowerPoint PPT Presentation

TRANSCRIPT

Page 1: Virtual Reality Oral Present  - Chapter 8 Part II

Virtual Reality Oral Present - Chapter 8 Part IISPEAKER : 賴傳文

Page 2: Virtual Reality Oral Present  - Chapter 8 Part II

Creating a VR Application

– Adapting from other Media

– Adapting from an Existing VR Experience

– Creating a New VR Experience

Page 3: Virtual Reality Oral Present  - Chapter 8 Part II

Adapting from an Existing VR Experience

• Converting an existing VR application into one suitable for your needs

• Crumbs visualization application – Crumbs is a visualizing, expl

oring, and measuring features within volumetric data sets. (Appendix B)

Website : http://www.ncsa.uiuc.edu/VR/cavernus/CRUMBS/Crumbs.html

Page 4: Virtual Reality Oral Present  - Chapter 8 Part II

Creating a New VR Experience• Creating an experience from scratch allows the

most flexibility but will require the most effort.

Page 5: Virtual Reality Oral Present  - Chapter 8 Part II

The Experience Creation Process

• There are courses of action by which one can reduce the amount of wasted effort.

• Many successful VR experiences and other computer applications have relied on user tests to hone the content and the interface.

Page 6: Virtual Reality Oral Present  - Chapter 8 Part II

The Experience Creation Process• Form your VR team - What people do you need?

– Programmers

– Content Experts

– Set Designers

– Prop Creators

– Sound Effect Experts

– Hardware Engineers

Page 7: Virtual Reality Oral Present  - Chapter 8 Part II

The Experience Creation Process• It’s Generally wise to use a software system!!

– More flexible

• Disney Aladdin VR experience

– SAL : a Development language of Disney team

Page 8: Virtual Reality Oral Present  - Chapter 8 Part II

The Experience Creation Process• A Typical VR system

Tracking System

Input Device

Graphics Computation

Simulation Computation

Visual Display

Audio Computation

Haptic Computation

Audio Display

Haptic Display

Page 9: Virtual Reality Oral Present  - Chapter 8 Part II

Designing a VR Experience

• It’s wise to approach the creation of a VR experience with good design practices.

Page 10: Virtual Reality Oral Present  - Chapter 8 Part II

Design Deliberately

• Customer Highest !!

– Design to make things easier for the user, not the programmer.

• Looking from the top down

– Design a VR experience should be constructed looking from the global view toward the goal.

• Don’t Just keep a particular feature. If the feature doesn’t live up for the user’s experience, then it isn’t worth keeping.

• Don’t forget the special features in VR

– Virtual Reality has more options than day to day reality.

Page 11: Virtual Reality Oral Present  - Chapter 8 Part II

Design with the System in Mind• Use an existing system, or make from scratch ?

• If your project will continued for a considerable amount of time,

– You can take advantage of the fact that technology is getting improved.

• If your project will involve large hardware

– You may convince your hardware manufacturer to let you test out the next generation of their product.

Page 12: Virtual Reality Oral Present  - Chapter 8 Part II

Design with the Venue in Mind• If a venue with limited space

– Likely require a HBD of HMD

• If the venue is theater-style

– High-resolution projection-based display

• If venue is so large that participant can roam

– Non-occlusive HBD or hand-based display

Page 13: Virtual Reality Oral Present  - Chapter 8 Part II

Design with the Audience in Mind• Know your audience is the most important tenet

a designer should remember.

• NCSA’s Virtual Director application is a VR tool using widely for computer animation

• If General Audience

– Avoid language-based messages

– Choose internationally recognizable sounds and symbols

Page 14: Virtual Reality Oral Present  - Chapter 8 Part II

Design with the Audience in Mind• AGE : If user is child

– Head-based displays and shutter glasses may slip off

• EXPERIENCE :

– Children - Easy

– Adults – Car-like steering interface

– Videogame players – Complicated handler

• CULTURE :

– Virtual VR arcade system was being deployed in the Middle East, they discovered that most men wore a headdress, they could not don the standard HMD